Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| items:apparel:apparel_mods:underlayed_combat_shotgun [2026/05/27 10:10] – ms_wuntch | items:apparel:apparel_mods:underlayed_combat_shotgun [2026/06/12 10:56] (current) – external edit 127.0.0.1 |
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| | [Brutal], [Close Combat], [Dangerous], [Fortuitous], [Loud] and [Two-Handed]. ||||| | | [Brutal], [Close Combat], [Dangerous], [Fortuitous], [Loud] and [Two-Handed]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |This [Weapon] cannot be [Reloaded]. It's [Ammo] is restored to full at the end of the [Encounter], instead.\\ \\ Should this [Weapon] gain an additional [Damage Die], it instead gains 8 additional [Damage]. \\ \\ **Example**: A [Combat Shotgun] with an additional [Damage Die] would deal 24 [Damage] on a [Successful] [Attack].\\ \\ **Fortuitous**: \\ When triggered, you may end the [Attack] immediately and instantly inflict an [Injury] or [Malfunction], as [Appropriate].\\ \\ **Dangerous**: \\ When triggered this [Weapon] [Jams], as [Appropriate].||||| | |This [Weapon] cannot be [Reloaded]. It's [Ammo] is restored to full at the end of the [Encounter], instead.\\ \\ Should this [Weapon] gain an additional [Damage Die], it instead gains 8 additional [Damage]. \\ \\ **Example**: A [Combat Shotgun] with an additional [Damage Die] would deal 24 [Damage] on a [Successful] [Attack].\\ \\ **Fortuitous** \\ When triggered, you may end the [Attack] immediately and instantly inflict an [Injury] or [Malfunction], as [Appropriate].\\ \\ **Dangerous** \\ When triggered this [Weapon] [Jams], as [Appropriate].||||| |
| </WRAP> | </WRAP> |